Gaming Machine

ABSTRACT

A gaming machine includes a display device, a memory, and a controller. The controller is configured with logic to: (a) determine a combination of symbols to be displayed on the display device by performing a lottery; (b) cause the display device to perform a variable display of symbols; (c) cause the display device to perform a statical display of the symbols in accordance with a result of the lottery; (d) when the statical display of the symbols matches a specific combination of symbols, control the memory to cumulatively store a predetermined number of points. When a summation of the points stored in the memory has reached a threshold as a result of completion of a particular game, the controller allows the player to be continuously in an advantageous situation during games subsequent to the particular game until a predetermined condition is satisfied.

This application is based on and claims the benefit of priority fromJapanese Patent Application No. 2007-123960, filed on 8 May 2007, thecontent of which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine such as a slot machinethat provides a game using a gaming medium (gaming value) such as coinsor the like, the gaming machine paying out the gaming value such ascredits to a player.

2. Related Art

In conventional slot machines, a game is started when a player bets acertain amount of credits. Then, a plurality of reels on which aplurality of symbols are arranged start to rotate, and are stopped aftera predetermined lapse of time. As a result, a certain award is providedto the player based on a symbol combination which is displayedstatically.

However, the slot machine described in U.S. Pat. No. 6,599,193 performsa lottery in a single game, provides an award based on the result of thelottery, and terminates the single game. That is, the game provided bythe slot machine is conclusive in each game. Therefore, a player feelsless excited while playing each game in similar game conditions withpoor expectations.

SUMMARY OF THE INVENTION

The present invention has been made in view of the abovementionedproblem. Accordingly, it is an object thereof to provide a gamingmachine with much amusement that a player can engage in each game withnovel expectations.

In order to solve the abovementioned problem, the present inventionprovides the following features.

In an aspect of the present invention, a gaming machine is provided,which pays an amount of game media for an occurrence of a predeterminedcombination of symbols as a result of a game. The gaming machineincludes a display device, a memory, and a controller. The displaydevice performs a variable display and a statical display of a pluralityof symbols. The controller is configured with logic to (a) determine acombination of symbols to be displayed on the display device as a resultof a game by performing a lottery in response to acceptance ofmanipulation to start the game by a player; (b) cause the display deviceto perform a variable display of the plurality of symbols; (c) cause thedisplay device to perform a statical display of the plurality of symbolsin accordance with a result of the lottery; (d) when the staticaldisplay of the plurality of symbols matches a specific combination ofsymbols, control the memory to cumulatively store a predetermined numberof points. When a summation of points stored in the memory has reached athreshold as a result of completion of a particular game, the controllerallows the player to be continuously in an advantageous situation duringgames subsequent to the particular game until a predetermined conditionis satisfied.

Since the gaming machine described above can continuously produce theadvantageous situation for the player in the games subsequent to theparticular game, it can provide a game with much amusement that allowsthe player to play each game with novel expectations.

In another aspect of the present invention, a method for playing a gameis provided, which pays an amount of game media for an occurrence of apredetermined combination of symbols as a result of the game. The methodincludes (a) accepting manipulation to start a game by a player; (b)starting the game in response to step (a); (c) determining a combinationof symbols to be displayed on a display device that performs a variabledisplay and a statical display of a plurality of symbols as a result ofa game by performing a lottery; (d) causing the display device toperform a variable display of the plurality of symbols; (e) causing thedisplay device to perform a statical display of the plurality of symbolsin accordance with a result of the lottery; (f) when the staticaldisplay of the plurality of symbols matches a specific combination ofsymbols, controlling a memory to cumulatively store a predeterminednumber of points; and (g) when a summation of points stored in thememory has reached a threshold as a result of completion of a particulargame, allowing the player to be continuously in an advantageoussituation during games subsequent to the particular game until apredetermined condition is satisfied.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A and 1B show examples of images displayed on a main display 4and a sub display 3, an image displayed when a predetermined conditionis satisfied, and an image illustrating an advantageous situationcontinuously produced for a player;

FIG. 2 is a perspective view of a slot machine 1 of the firstembodiment;

FIG. 3 is a longitudinally-sectional view of the main display 4 andreels 22;

FIG. 4 is an exploded perspective view of the main display 4;

FIG. 5 is a view showing symbols drawn on the reels 22L, 22C, and 22R,and code numbers;

FIG. 6 is a view showing an electric configuration of the slot machine 1of the first embodiment;

FIG. 7 is a view showing an electrical configuration of a sub controlcircuit 171 of the slot machine 1 of the first embodiment;

FIG. 8 is a flowchart showing a routine of game execution processing ofthe slot machine 1;

FIG. 9 is a flowchart showing a subroutine of lottery processing whichis called to execute in the game execution processing shown in FIG. 8;

FIG. 10 is a flowchart showing a subroutine of the win determinationprocessing 1, which is called to execute in the game executionprocessing shown in FIG. 8;

FIG. 11 is a flowchart showing a subroutine of bonus game processing,which is called in win determination processing 1 as shown in FIG. 10;

FIG. 12 is a flowchart showing a subroutine of payout processing, whichis called in win determination processing 1 as shown in FIG. 10;

FIG. 13 is a flowchart showing a subroutine of point addition processingwhich is called to execute in win determination processing as shown inFIG. 10;

FIGS. 14A and 14B are examples of images representing a trigger renderedeffect 1 displayed on the main display 4 and the sub display 3;

FIGS. 15A and 15B show examples of images of the WIN rendered effect 1displayed on the main display 4 and the sub display 3;

FIGS. 16A and 16B are examples of images representing a trigger renderedeffect 2 displayed on the main display 4 and the sub display 3;

FIG. 17 is a flowchart showing a subroutine of payout processing 2(processing regarding HALF WILD) as an example of payout processing,which is called in win determination processing as shown in FIG. 10;

FIG. 18 is an example of an image representing a trigger rendered effect3 displayed on the main display 4;

FIG. 19 is an example of an image representing a WIN rendered effect 2displayed on the main display 4;

FIG. 20 is an example of an image (a gauge type) displaying the obtainedpoint on the sub display 3;

FIG. 21 is an example of an image (numeral value display type)displaying the obtained point on the sub display 3;

FIG. 22 is an example of an image (appearance of a gauge for eachwinning combination) displaying the obtained point on the sub display 3;

FIG. 23 shows symbols arranged on reels 22L, 22C, and 22R (including a“FANKUP!” symbol), and code numbers;

FIG. 24 is a flowchart showing a subroutine of win determinationprocessing 2 with regard to “RANK UP!”;

FIG. 25 is a flowchart showing a subroutine of payout rate changeprocessing for a symbol applicable to point addition which is called toexecute in win determination processing 2 as shown in FIG. 24;

FIGS. 26A and 26B are examples of images showing the RANK UP effect 1displayed on the main display 4 and the sub display 3;

FIGS. 27A and 27B are examples of images showing the RANK UP effect 2-1displayed on the main display 4 and the sub display 3;

FIGS. 28A and 28B are examples of images of the RANK UP effect 2-2displayed on the main display 4 and the sub display 3;

FIGS. 29A and 29B are examples of images of the WHEEL effect 1-1displayed on the main display 4 and the sub display 3;

FIGS. 30A and 30B are examples of images of the WHEEL effect 1-2displayed on the main display 4 and the sub display 3 in a case where agame has been executed and advanced from FIG. 29;

FIGS. 31A and 31B are examples of images showing the WHEEL effect 2displayed on the main display 4 and the sub display 3 in a case where arearranged combination matches a WHEEL winning combination;

FIG. 32 is a flowchart showing a subroutine of the win determinationprocessing (WILD Effect processing), which is called to execute in gameexecution processing shown in FIG. 8;

FIG. 33 shows a transition of images displaying the HALF WILD effectdisplayed on the main display 4;

FIG. 34 is a perspective view of a slot machine 1 of the secondembodiment;

FIG. 35 is a block diagram schematically showing the control system ofthe slot machine 1 of the second embodiment;

FIG. 36 is a diagram showing a symbol and a code number displayed on thefirst sub reel 26;

FIG. 37 is a flowchart showing a subroutine of win determinationprocessing 4, which is called to execute in game execution processingshown in FIG. 8;

FIG. 38 is an example of an image of the first sub reel effect 1displayed on the main display 4;

FIG. 39 is an example of an image of the first sub reel effect 1displayed on the main display 4 in a case where a game has been executedand advanced from FIG. 38;

FIG. 40 shows symbols and code numbers displayed on the first sub reel26 and the second sub reel 27;

FIG. 41 is a flowchart showing a subroutine of win determinationprocessing 5 which is called to execute in game execution processingshown in FIG. 8;

FIG. 42 is an example of an image of the first and second sub reelseffect 1-1 displayed on the main display 4;

FIG. 43 is an example of an image of the first and second sub reelseffect 1-2 displayed on the main display 4 in a case where a game hasbeen executed and advanced from FIG. 42;

FIG. 44 is an example of an image of the first and second sub reelseffect 1-3 displayed on the sub display 3 in a case where a game hasbeen executed and advanced from FIG. 43;

FIG. 45 is an example of an image of the first and second sub reelseffect 1-4 displayed on the sub display 3 in a case where a game hasbeen executed and advanced from FIG. 44;

FIGS. 46A and 46B are examples of images of the first and second subreels effect 2 displayed on the main display 4 and the sub display 3;

FIG. 47 is a perspective view of the video slot 1;

FIG. 48 is a block diagram schematically showing the control system ofthe video slot 1;

FIGS. 49A and 49B are examples of images showing a free game effect 1displayed on the main display 4 and the sub display 3;

FIG. 50 is an example of an image of a free game effect 2-1 displayed onthe main display 4;

FIG. 51 is an example of an image of the free game effect 2-2 displayedon the main display 4 in a case where a game has been executed andadvanced from FIG. 50;

FIG. 52 is a flowchart showing a subroutine of progressive payoutprocessing; and

FIGS. 53A and 53B are examples of images showing the trigger renderedeffect 4 displayed on the main display 4 and the sub display 3.

DETAILED DESCRIPTION OF THE INVENTION

In the present embodiment, a slot machine 1 as a gaming machine isprovided with a main display 4 for displaying variably and statically aplurality of symbols (which is referred to as “rearrange”, hereinafter),display windows 23, 24, and 25, a plurality of reels 22L, 22C, and 22Rhaving a plurality of symbols on each surface thereof, and a motor 68for rotating and stopping the plurality of reels in response toreception of a signal, a 1-bet button 11, a 3-bet button 13, and a 5-betbutton 14 for accepting bets of credits, and RAM 52 for cumulativelystoring a portion of the bet of credits thus accepted (FIGS. 2 and 6which are described later). The slot machine 1 processes a lottery ofrandom numbers in response to an input to a spin/repeat-bet button 17(hereinafter, abbreviated to “spin button”) by a player in lotteryprocessing (Step S14 in FIG. 8, which is described later), starts agame, causes rotation of the plurality of reels to stop in reel rotationcontrol processing (Step S15 in FIG. 8, which is described later), andrearranges the plurality of symbols. Then, a controller (CPU 50 in FIG.6, which is described later) of the slot machine 1 causes a memory (RAM52) to cumulatively store a predetermined amount of point values when aspecific symbol combination is displayed statically on the main display4. When the amount of point values cumulatively stored in the memoryreaches a predetermined point value, the controller continuouslyprovides an advantageous situation to a player in subsequent games aftera game played by the player until a predetermined condition issatisfied. Accordingly, since the slot machine 1 can produce anadvantageous situation for the player in subsequent games after a gameplayed by the player and can maintain the situation, it can provide agame with much amusement that allows the player to play each game withnovel expectations.

FIG. 1A shows an example of an image displayed on the sub display 3illustrating an advantageous situation continuously produced for theplayer. In the image shown in FIG. 1A, a circle with oblique lines 102indicates that, as a result of displaying variably and statically aplurality of symbols displayed on the main display 4 in a single game, aplayer obtains 3 points when a specific symbol combination is displayedstatically on the main display 4 after a predetermined amount of pointvalues are cumulatively stored in a memory. Since the amount of pointvalues reaches a predetermined amount to pay out a double amount of thenormal payout (for example, 3 points to 5 points), the image shown inFIG. 1A indicates that the situation entitled to the double amount ofthe normal payout is maintained until a predetermined condition issatisfied (for example, a symbol combination “7, 7, 7”) in gamessubsequent to a game played by the player. Here, “7, 7, 7” 104 and “×2”indicate that the player obtains the double amount of the normal payoutin a case where a symbol combination is “7, 7, 7”.

FIG. 1B shows an example of an image displayed on the main display 4illustrating a predetermined condition satisfied under the condition ofan advantageous situation continuously provided for a player. The imagerepresents a rearrangement of symbols and the resulting combination “7,7, 7” displayed in the left display window 23, the center display window24, and the right display window 25 as a predetermined condition. Sincethe combination “7, 7, 7” is arranged in the advantageous situation ofthe double payout, a message “WIN! 100×2” 111 is displayed, whichindicates that the player obtains double the payout of 100 credits whena normal payout for the combination “7, 7, 7” is 100 credits.

Although the present embodiment describes a case in which reels (displaywindows 23, 24, and 25) in FIG. 2 (described later) are included, thepresent embodiment can be implemented similarly in a slot machineprovided with sub reels 26 and 27 in FIG. 34 (described later) and avideo slot in FIG. 47 (described later).

First Embodiment

A slot machine 1 according to the present embodiment is described belowin reference to FIGS. 2 to 33. Firstly, an outline of the configurationof the slot machine 1 according to the embodiment is described on thebasis of FIGS. 2 and 6.

Exterior Appearance of Slot Machine 1

FIG. 2 is a perspective view of the slot machine 1. In FIG. 2, the slotmachine 1 has a cabinet 2 which forms the whole body thereof, and a subdisplay 3 disposed front on an upper portion of the cabinet 2. Inaddition, a main display 4 is disposed front on a center portion of thecabinet 2. Here, the sub display 3 is configured by a liquid crystaldisplay, which is generally used. In addition, the main display 4 isconfigured by a transparent liquid crystal display, which is describedlater. Meanwhile, a detailed structure of the main display 4 isdescribed later. A payout table, which is described later, is displayedon the sub display 3, in a case of a normal gaming state and a waitingstate.

On a lower side of the main display 4, an operation table 5 projectingtoward a front side is disposed. On the operation table 5, a CHANGEbutton 6, a CASH-OUT button 7, and a HELP button 8 are disposed from aleftmost side. In addition, on the right side of the HELP button 8, acoin insertion slot 9 and a bill insertion slot 10 are disposed. Inaddition, on the front side of the operation table 5, a 1-BET button 11,a SPIN/REPEAT-BET button (hereinafter referred to as “SPIN button”) 12,a 3-BET button 13, and a 5-BET button 14 are disposed from a left side.

Here, the CHANGE button 6 is pressed when exchanging the bill insertedinto the bill (or paper money) insertion slot 10, and the exchangedcoins are paid out to a coin tray 16 through a coin payout opening 15,which is disposed at a lower portion of the cabinet 2. A CHANGE switch62 (described later) is attached to the CHANGE button 6, and a switchsignal is output to a CPU 50 from the CHANGE switch 62 in response topressing of the CHANGE button 6.

The CASH-OUT button 7 is usually pressed when a normal game isterminated. When the CASH-OUT button 7 is pressed, coins obtained in agame are paid out from the coin payout opening 15 to the coin tray 16.Meanwhile, a payout (CASH-OUT) switch 63 (described later) is attachedto the CASH-OUT button 7, and a switch signal is output to the CPU 50 inresponse to pressing of the CASH-OUT button 7.

The HELP button 8 is pressed when it is unclear to the player how toplay the game. When the HELP button 8 is pressed, various helpinformation is displayed on the sub display 3 and the main display 4. AHELP switch 64, which is described later, is attached to the HELP buttonB. A switch signal is output to the CPU 50 from the HELP switch 64 inresponse to pressing of the HELP button B.

Meanwhile, when a payout table, which is described later, is notdisplayed on the sub display 3 in the game, the payout table isdisplayed on the sub display 3 through pressing of the HELP button 8.

A coin sensor 65, which is described later, is disposed in the coininsertion slot 9. When a coin is inserted in the coin insertion slot 9,a coin detection signal is output to the CPU 50 from the coin sensor 65.In addition, a bill sensor 66 is disposed in the bill insertion slot 10.When a bill is inserted into the bill insertion slot 10, a billdetection signal is output to the CPU 50 from the bill sensor 66.

As for the 1-BET button 11, every time the 1-BET button 11 is pressedone credit is bet, and betting can be done by pressing the 1-BET button11 up to three times as the maximum pressing time. A 1-BET switch 59 isattached to this 1-BET button 11. When the 1-BET button 11 is pressed, aswitch signal is output from the 1-BET switch 59 to the CPU 50 inresponse to pressing of the 1-BET button 11.

The SPIN button 17 initiates rotation of the reels 22L, 22C, 22R(described later) so as to start a game with a current bet amount or aprevious bet amount in response to pressing of the SPIN button 17. ASPIN switch 58 (described later) is attached to the SPIN button 17. Whenthe SPIN button 17 is pressed, a switch signal is output from the SPINswitch 58 to the CPU 50 in response to pressing of the SPIN switch 58.Here, as the bet amount, which can be bet by press of the SPIN button17, there may exist 1 bet, 2 bets, 3 bets, and 5 bets.

The 3-BET button 13 is a button to start a game with 3 bets. A 3-BETswitch 60 (described later) is attached to the 3-BET button 13. When the3-BET button 13 is pressed, a switch signal is output from the 3-BETswitch 60 to the CPU 50. In addition, the 5-BET button 14 is a button tobe pressed when starting a game with 5 bets, and when starting a bonusgame, which is described later. A 5-BET switch 61 (described later) isattached to the 5-BET button 14. A switch signal is output from the5-BET switch 61 to the CPU 50 in response to pressing of the 5-BETbutton 14.

In addition, the cabinet 2 has the coin payout opening 15 and a cointray 16 at the lower part thereof. The coin tray 16 receives a coin paidout from the coin payout opening 15. A coin detection unit 73, which isconfigured with a sensor and the like, is disposed inside of the coinpayout opening 15, and detects the number of coins paid out from thecoin payout opening 15.

Reel and Main Display

Subsequently, a detailed structure of the main display 4 and the threereels 22L, 22C, and 22R, which are disposed rotatably inside of thecabinet 2 on a back surface side of the main display 4, is describedaccording to FIGS. 3 and 4. FIG. 3 is a longitudinal-sectional view ofthe main display 4 and the reels 22L, 22C, and 22R. FIG. 4 is anexploded perspective view of the main display 4.

In FIGS. 3 and 4, the main display 4, together with a transparent touchpanel 30 (hereinafter, referred to as “touch panel 30”) that is arrangedon a front side (left side in FIG. 3) of the main display 4, is disposedwithin a display window section 21 of a device front panel 20 disposedfront at a center portion of the cabinet 2 of the slot machine 1. Inaddition, on a back side (right side in FIG. 3) of the main display 4,the three reels 22L, 22C, and 22R (FIG. 3 shows only one reel among thethree reels 22L, 22C, and 22R) are supported in parallel, each of whichis supported so as to rotate independently.

Here, each of the reels 22L, 22C, and 22R is described. Among the threereels 22L, 22C, and 22R, the reel 22L of the slot machine 1 faces a leftdisplay window 23 (see, FIG. 2), which is formed in the main display 4.The reel 22C faces a center display window 24 (see, FIG. 2), which isformed in the main display 4. Similarly, the reel 22R faces a rightdisplay window 25 (see, FIG. 2), which is formed in the main display 4.Structure of respective display windows 23, 24, and 25 is describedlater in Structure of Main Display.

Symbol Lines of Reels

FIG. 5 shows one example of symbol lines in which nine pieces of pluraltypes of symbols arranged on the respective reels 22L, 22C, and 22R.This arrangement is converted into a table as data and stored in ROM 51(see, FIG. 6), which is described later. That is, code numbers of “00”to “08” are given to each symbol as shown in FIG. 5, and stored in theROM 51 as a data table (see, FIG. 6), which is described later. In otherwords, it is possible to specify a symbol uniquely, by identification ofthe reels 22L, 22C, and 22R, and the code numbers.

On a peripheral surface of each of the reels 22L, 22C, and 22R, ninetypes of symbols including a blank symbol are depicted as shown in FIG.4. More specifically, the symbols, which are formed on a peripheralsurface of each of the reels 22L, 22C, and 22R, are a WILD symbol 91, aRED 7 symbol 92, a 7 DORA symbol 93, a 3 BAR symbol 94, a 2 BAR symbol95, a BAR symbol 96, a blank symbol 97, a BARDORA symbol 98, and HALFWILD symbol 99. Then, on a peripheral surface of each of the reels 22L,22C, and 22R, these nine types of symbols are arranged in the ordershown in FIG. 5. Each of the reels 22L, 22C, and 22R is driven to rotatein such a manner that a symbol line moves in the direction of an arrowin FIG. 5.

In addition, various winning combinations have been set up in advancebased on a plurality of types of combinations of each symbol. When asymbol combination corresponding to a winning combination comes to restalong a pay line L (see FIG. 2), coins are paid out from the coin payoutopening 15 according to the winning combination. These points are thesame as those in a conventional slot machine, and therefore anexplanation thereof is omitted. In addition, regarding the varioussymbols formed on a peripheral surface of each of the reels 22, it is atypical way that a long seal printed with nine pieces of symbols, whichhas a width and a peripheral length fit for each of the reels 22, isbonded to the peripheral surface of each of the reels 22. However, itmay be alternatively possible to form the symbols in different manners.

In this embodiment, only a center line is selected for the pay line L.The pay line L is displayed on the main display 4 when games are carriedout by rotating and stopping the reels 22 in response to pressing of the1-BET button 11, the 3-BET button 13, and the 5-BET button 14 or theSPIN button 17. On the other hand, the pay line L is eliminated from themain display 4 for a bonus game which is performed in response topressing of the 5-BET button 14 when a player is entitled to variousbonus games.

In addition, the BONUS trigger symbol 93 (7 DORA symbol) is the onewhich serves as a trigger for the purpose of achieving various bonusgames. In this embodiment, one BONUS trigger symbol 93 is arranged onlyon a peripheral surface of the reel 22R. When the BONUS trigger symbol93, which exists on the peripheral surface of the reel 22R, comes torest on the pay line L, a player is entitled to various bonus games.

Structure of Main Display 4

Subsequently, a structure of the main display 4 is described accordingto FIGS. 3 and 4. In FIGS. 3 and 4, the main display 4 is configuredwith the following components arranged from the front side of the slotmachine 1: a touch panel 30, a reel glass base 31, a bezel metal frame32, a liquid crystal panel 33, a liquid crystal holder 34, a diffusionsheet 35, a light guiding plate 36, a white reflector 37, a rear holder38, and an anti-static sheet 39. In the diffusion sheet 35, openings35A, 35B, and 35C are formed. Similarly, in the light guiding plate 36,the reflector 37 and the rear holder 38, three openings 36A to 36C,three openings 37A to 37C, and three openings 38A to 38C are formed,respectively, so as to be aligned with the openings 35A, 35B, and 35C.Here, the openings 35A to 38A configure the left display window 23 (seeFIG. 2. Similarly, the openings 35B to 38B and the openings 35C to 38Cconfigure the center display window 24 and the right display window 25(see FIG. 2), respectively.

Here, the openings 35A to 35C in the diffusion sheet 35 and the openings36A to 36C in the light guiding plate 36 configure the lighttransmitting areas to retain visibility while variable display is beingconducted by each rotating reel 22.

In order to install the main display 4 to the display window 21 of thedevice front panel 20, as shown in FIG. 3, brackets 40 extending inupward and downward directions of the reel glass base 31 are screwed tothe rear side of the device front panel 20 by screws 41.

In addition, a pair of cold cathode ray tubes 42 is disposed as a lightsource of the liquid crystal panel 33, at upper and lower ends of thelight guiding plate 36. In addition, a pair of cold cathode ray tubes43, which illuminates symbols formed on an outer peripheral surface ofeach reel 22, is disposed at upper and lower positions on the rear sideof each of the openings 38A to 38C in the rear holder 38.

The liquid crystal panel 33 is a transparent electric display panel onwhich transparent electrodes such as ITO are formed, and arranged infront of each of the reels 22 which can be seen therethrough. Thecircumference of the rear side of the display part of the liquid crystalpanel 33 is held by the liquid crystal holder 34. In the light guidingplate 36, which is made of a light transmitting resin panel, lens cutportions are formed. The lens cut portions lead light emitted from thecold cathode ray tubes 43 positioned at end positions of the lightguiding plate 36 to the rear side of the liquid crystal panel 33. Thediffusion sheet 35, which is made of a light transmitting resin sheet,scatters light led by the light guiding plate 36 and levels lightirradiated to the liquid crystal panel 33. The liquid crystal holder 34for holding the liquid crystal panel 33, the diffusion sheet 35, and thelight guiding plate 36 are assembled into a one-piece construction, withthe circumference thereof inserted in a bezel metal frame 32. Thereby,the front side of the display part in the liquid crystal panel 33 isretained by the bezel metal frame 32.

The circumference of the liquid crystal holder 34, the light diffusionsheet 35, and the light guiding plate 36 is further inserted into thereel glass base 31. In this way, the reel glass base 31 holds thesecomponents in a state in which the front display plane of the liquidcrystal panel 33 is open. The touch panel 30 is attached in pressurecontact to the front side of the reel glass base 31, which is attachedto the device front panel 20 by way of the screws 41.

The rear holder 38 made of a white resin plate retains the bezel metalframe 32 supported by the reel glass base 31, the liquid crystal holder34 holding the liquid crystal panel 33, the light diffusion sheet 35,and the light guiding plate 36 to the reel glass base 31 from the rearside thereof. The rear holder 38 also functions as a reflecting platefor reflecting light emitted from the cold cathode ray tubes 42 to thelight guiding plate 36 toward the liquid crystal panel 33. Theanti-static sheet 39, which is transparent and adhered to the rear planeof the rear holder 38 by way of double-sided adhesive tape, covers therear plane of each of the openings 38A to 38C formed in the rear holder38.

Electric Configuration of Slot Machine 1

Next, the configuration of the control system in the slot machine 1 isdescribed with reference to FIG. 6. FIG. 6 is a block diagramschematically showing the control system in the slot machine 1.

In FIG. 6, the control system of the slot machine 1 is basicallyconfigured from the CPU 50. ROM 51 and RAM 52 are connected to the CPU50. A main control circuit 50a of the slot machine 1 is configured withthe CPU 50, the ROM 51, and the RAM 52. The ROM 51 stores a game controlprogram (described later), various effect programs and effect data forexecuting various effects on the sub display 3 and the main display 4according to progress in games, a probability table (not shown) forconducting a lottery of various winning combinations, various programsnecessary for controlling the slot machine 1, and various data tablesand the like. In addition, the RAM 52 is a memory for temporarilystoring various data computed by the CPU 50.

In addition, a clock pulse generation circuit 53 for generating standardclock pulses and a frequency divider 54 are connected to the CPU 50, anda random number generator 55 and a random number sampling circuit 56 arealso connected to the CPU 50. A random number sampled by the randomnumber sampling circuit 56 is utilized in various lotteries of thewinning combinations, the effects, and the like. Furthermore, the spinswitch 58 attached to the SPIN button 17, the 1-BET switch 59 attachedto the 1-BET button 11, the 3-BET switch 60 attached to the 3-BET button13, the 5-BET switch 61 attached to the 5 BET-button 14, the changeswitch 62 attached to the change button 6, the cashout switch 63attached to the CASH-OUT button 7, and the help switch 64 attached tothe help button 8 are connected to the CPU 50, respectively. The CPU 50controls the slot machine 1 to execute various operations correspondingto each button, based on a switch signal output from each switch wheneach button is pressed.

Furthermore, the coin sensor 65, which is disposed in the coin insertionslot 9, and the bill sensor 66, which is disposed in the bill insertionslot 10, are connected to the CPU 50, respectively. The coin sensor 65detects a coin inserted from the coin insertion slot 9, and the CPU 50computes the amount of coins inserted based on a coin detection signaloutput from the coin sensor 65. The bill sensor 66 detects a type and anamount of a bill inserted from the bill insertion slot 10, and the CPU50 computes an amount of coins which is equivalent to the amount of abill based on a bill detection signal output from the bill sensor 66.

Three stepping motors 68L, 68C, and 68R, which are driven through amotor driving circuit 67 to rotate the reels 22L, 22C, and 22R,respectively, are connected to the CPU 50. In addition, a reel positiondetection circuit 69 is connected to the CPU 50. When a motor drivingsignal is output from the CPU 50 to the motor driving circuit 67, eachof the stepping motors 68 is driven so as to rotate by the motor drivecircuit 67. Thereby, each of the reels 22L, 22C, and 22R is rotated.

At this time, after each of the reels 22L, 22C, and 22R starts torotate, the number of driving pulses supplied to each of the steppingmotors 68 is calculated, and the calculated value is written in apredetermined area of the RAM 52. In addition, a reset pulse is outputfrom each of the reels 22L, 22C, and 22R with respect to each one spin,and the reset pulse is input to the CPU 50 through the reel positiondetection circuit 69. When the reset pulse is input to the CPU 50, thecalculated value written in the RAM 52 is cleared to “0”, and the CPU 50recognizes a rotation position of symbols on each of the reels 22L, 22C,and 22R, based on the calculated value corresponding to the rotationalposition of each of the reels 22L, 22C, and 22R within one rotation, anda symbol table in which the rotational position of each of the reels22L, 22C, and 22R stored in the ROM 51 and the symbols formed on aperipheral surface of each of the reels 22L, 22C, and 22R correspondwith each other.

A hopper 71 is connected to the CPU 50 through a hopper driving circuit70. When the CPU 50 outputs a driving signal to the hopper drivingcircuit 70, the hopper 71 pays out a predetermined amount of coinsthrough the coin payout opening 15.

In addition, a coin detection unit 73 is connected to the CPU 50 througha payout complete signal circuit 72. The coin detection unit 73 isdisposed inside of the coin payout opening 15. When the coin detectionunit 73 detects a predetermined amount of coins paid out from the coinpayout opening 15, a coin payout detection signal is output from thecoin detection unit 73 to the payout complete signal circuit 72. Basedon this signal, the payout complete signal circuit 72 outputs a payoutcomplete signal to the CPU 50.

In addition, a sub control circuit 171 is connected to the CPU 50. Thesub display 3, the main display 4, speakers 80L and 80R, an LED 78, andthe touch panel 30 are connected to the sub-control circuit. Inaddition, two-way communication is carried out between the CPU 50 andthe sub-control circuit 171.

Electric Structure of Sub-Control Circuit

Next, the sub-control circuit 171 shown in FIG. 7 is described. Thesub-control circuit 171 is configured by a sub CPU 221, sub ROM 223, subRAM 222, image display control circuits 74 and 75, a sound outputcircuit 79, an LED control circuit 77, and a touch panel control circuit76. In addition, an IN port and an OUT port, etc. are disposedarbitrarily between the main control circuit 50a and the sub-controlcircuit 171, and between the sub CPU 221 and each actuator.

The sub CPU 221 determines what is displayed on the sub display 3 andthe main display 4 based on a gaming information command transmittedfrom the main control circuit 50a, and transmits content to be displayedto the image display control circuits 74 and 75.

The sub ROM 223 stores a communication sequence program forcommunicating with the main control circuit 50 a, and a program and datanecessary for a slot game and a bonus game.

The sub RAM 222 is used as a working area for executing these controlprograms.

The image display control circuit 74 that includes video ROM (not shown)and video RAM (not shown) controls content to be displayed on the subdisplay 3. The image display control circuit 75 that also includes videoROM (not shown) and video RAM (not shown) controls content to bedisplayed on the main display 4. The image display control circuits 74and 75 cause the sub display 3 and the main display 4 respectively todisplay predetermined rendered effects based on various effect commandstransmitted from the main control circuit 50 a.

The sound output circuit 79 that includes a sound source ROM (not shown)and work RAM (not shown) controls sound output to the speakers 80L and80R. The sound output circuit 79 makes the speakers 80L and 80R generatepredetermined audio based on various audio effect commands transmittedfrom the main control circuit 50 a.

The LED control circuit 77 controls light emitted from various LEDs 78which decorate a game of the slot machine 1. The LED control circuit 77makes the LED 78 emit light with predetermined timing, based on variousLED effect commands transmitted from the main control circuit 50 a.

The touch panel control circuit 76 controls the touch panel 30 anddetects that a player has touched a predetermined touch area image, andthen conveys the detection to the sub CPU 221. Then, the sub CPU 221performs predetermined control of images to allow various games to beperformed and continued on the sub display 3 and the main display 4.

In addition, in this embodiment, the sub control circuit 171, which isindependent from the main control circuit 50 a, controls the sub display3, the main display 4, the speakers 80L and 80R, etc. However, thepresent invention is not limited to the abovementioned configuration,and may be of such a configuration in which the main control circuit 50a directly controls the sub display 3, the main display 4, the speakers80L and 80R, etc.

Control Operation of Slot Machine 1

Various control operations executed in the main control circuit 50a andthe sub-control circuit 171 of the slot machine 1 are described. In thedescription, a point awarding symbol refers to a symbol or a combinationof symbols entitled to a point. For example, it refers to a REACH state,7 DORA, RANKUP!, and the like. Symbol applicable to points additionrefers to a symbol combination for which a multiplication of a payoutrate determined based on a point value or another method is to beperformed at payout. For example, it refers to the combination “7, 7,7”.

FIG. 8 is a flowchart showing a routine of game execution processing ofthe slot machine 1.

In the game execution processing, the CPU 50 first determines whether ornot the player has bet any coins (Step S10). In this processing, the CPU50 determines whether or not the CPU 50 has received an input signaloutput from the 1-BET switch 59 when a player operates the 1-BET button11, an input signal output from the 3-BET switch 60 when a playeroperates the 3-BET button 13, or an input signal output from the 5-BETswitch 61 when a player operates the 5-BET button 14. In a case wherethe CPU 50 determines that the player has not bet any coins, the CPU 50returns the processing to Step S10.

On the other hand, in a case where the CPU 50 determined in Step S10that a coin has been bet, the CPU 50 performs processing fordecrementing the credit amount stored in the RAM 52, depending on theamount of coins bet (Step S11).

Next, the CPU 50 determines whether the SPIN button 17 is activated(Step S12). In this processing, the CPU 50 determines whether or not theCPU 50 has received an input signal output from the spin switch 58 whenthe SPIN button 17 has been pressed. In a case where the CPU 50determines that the SPIN button 17 is not activated, the CPU 50 returnsthe flow to Step S12. It should be noted that in a case where the SPINbutton 17 is not activated (for example, when an indication is inputthat a game is terminated without the SPIN button 17 being activated),the CPU 50 cancels the decrementing results obtained in Step S11.

Next, the CPU 50 performs progressive addition (Step S13). Morespecifically, the CPU 50 performs addition of a certain percentage ofcoins bet. The amount of credits thus added may be undisplayed (hiddenprogressive), and is preferentially paid out when a player wins a symbolapplicable to point addition or awarding rate change, which is describedlater.

Next, the CPU 50 performs lottery processing (Step S14). In the lotteryprocessing, the CPU 50 (computation processing device) executes alottery program stored in the RAM 52 (storage device) so as to determinethe code number for each of the reels 22 when it is stationary. Thus,the symbol combination to be rearranged is determined. It should benoted that the description is made in the present embodiment regardingan arrangement in which the symbol combination to be rearranged isdetermined, thereby selecting one winning combination from amongmultiple types of winning combinations. However, an arrangement may bemade according to the present invention in which one winning combinationis first selected from among the multiple types of winning combinationsby lottery, followed by determining the symbol combination to berearranged based on the winning combination thus selected.

Next, the CPU 50 performs reel rotation control processing (Step S15).In this processing, after all the reels 22 start to rotate, the CPU 50stops the rotation of each reel such that the symbol combinationrearranged along the pay line matches the symbol combination thatcorresponds to the winning combination determined in Step S14. Next, theCPU 50 performs win determination processing (Step S16). A detaileddescription is provided later regarding this processing with referenceto FIGS. 10, 24, 32, 37, and 41. Thereafter, the CPU 50 terminates thepresent processing.

FIG. 9 is a flowchart showing a subroutine of lottery processing whichis called in Step S14 of the game execution processing shown in FIG. 8,thereby executing the subroutine of lottery processing. The CPU 50executes a lottery program stored in the RAM 52, thereby executing thelottery processing.

First, the CPU 50 selects a random number in a range of values from 0 to255 for each of the three reels 22 by executing a random numbergenerating program included in the lottery program (Step S20). Thepresent embodiment describes the case of generating random numbers byway of a program (the case of using so-called software-based randomnumbers). In the present invention, a random number generator 55 mayalternatively be provided to extract random numbers from the randomnumber generator 55 (using so-called hardware random numbers).

Next, based on the selected three random numbers, the CPU 50 determinesthe code number of each reel 22 (see FIG. 5) (Step S21). Thereafter, theCPU terminates the processing.

The code number selected for each reel 22 corresponds to the symbol codenumber of the symbol which is to be rearranged along the pay line. TheCPU 50 determines the code number for each reel 22, thereby determininga winning combination. For example, in a case where the CPU 50determines that the code numbers for the reels 22 are “00”, “00”, and“00”, it indicates that the CPU 50 has determined that a player wins the“WILD” winning combination. It should be noted that the reel rotationcontrol processing is performed based on the reel code numbers.

FIG. 10 is a flowchart showing a subroutine of the win determinationprocessing 1, which is called in Step S16 of the game executionprocessing shown in FIG. 8, whereby the subroutine of the windetermination processing 1 is executed.

In the win determination processing 1, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S30). In thisprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.In a case where the CPU determines that a bonus game has been triggered,the CPU calls bonus game processing (see FIG. 11 described later) (StepS31). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that a bonusgame has not been triggered in Step S30, the CPU 50 determines whether awinning combination occurs or not (Step S32). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the combination matches a winningcombination, the CPU 50 calls payout processing (see FIGS. 12 or 17described later) (Step S33). Thereafter, the CPU 50 terminates thepresent processing.

On the other hand, in a case where the CPU 50 determines that therearranged symbol combination does not match a winning combination inStep S32, the CPU 50 then determines whether the rearranged symbolcombination matches a point awarding symbol or not (Step S34). Withreference to FIG. 14, for example, the point awarding symbol may be asymbol combination such as “7, 7, BAR BAR”. The CPU 50 may determine thepoint awarding symbol beforehand. In a case where the CPU determinesthat the rearranged symbol combination matches a point awarding symbol,the CPU 50 performs processing for determining symbols applicable topoint addition (Step S35). In this processing, the CPU 50 determines asymbol combination (for example, “7, 7, 7” in FIG. 14) for which amultiplication of a payout rate is to be performed at payout. Next, theCPU performs point addition processing (see FIG. 13 described later)(Step S36). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU determines that therearranged symbol combination does not match a point awarding symbol inStep S34, the CPU 50 then terminates the present processing.

FIG. 11 is a flowchart showing a subroutine of a bonus game processing,which is called in Step S31, for win determination processing 1 shown inFIG. 10, Step S81 of win determination processing 2, Step S101 of windetermination processing 3, Step S121 of win determination processing 4,or Step S131 of win determination processing 5, thereby executing thesubroutine of bonus game processing 1. In the bonus game processing,firstly, the CPU 50 determines a number of bonus games T based upon therandom number thus obtained which is obtained by executing a randomnumber generating program included in a lottery program stored in theRAM 52 (Step S40). The CPU 50 stores the number of bonus games T thusdetermined in the RAM 52.

Subsequently, the CPU 50 performs the lottery processing (Step S41) andthe reel rotation control processing (Step S42). The processing in StepS41 is substantially the same as that described with reference to FIG.9. In addition, the processing in Step S42 is substantially the same asthat described with reference to FIG. 8. Since these processing stepshave been described above, no description thereof follows hereafter.

Next, the CPU 50 determines whether a bonus game has been triggered ornot, i.e., whether a bonus game has been triggered in display windows23, 24, and 25 (Step S43). In a case where the CPU 50 determines that abonus game has been triggered, it determines a repetition number t forthe bonus game by lottery (Step S44). The repetition number t thusdetermined is added to the number of currently remaining bonus games T(Step S45). With such an arrangement, in a case where the player has wonanother bonus game award in a bonus game, the remaining number of thebonus games is incremented. More specifically, in a case where theplayer wins another bonus game award that provides 17 rounds of gamesduring the twelfth game of an initial bonus game of 20 rounds of games,the player wins 25 (=20−12+17) rounds of bonus games.

In a case where the bonus game has not been triggered in Step S43, theCPU 50 determines whether or not the player has won a winningcombination (Step S46). In a case where the CPU 50 determines that theplayer has won a winning combination, the CPU 50 performs payoutprocessing (see FIG. 12 or 17 described later) (Step S47).

After the execution of the processing in Step S45 or S47, or in a casewhere the CPU 50 determines in Step S46 that the player has not won anywinning combination (i.e., in a case where the player has lost thegame), the CPU 50 reads the number of bonus games T stored in the RAM52, and subtracts 1 from the number of bonus games T thus read. Then,the CPU 50 again stores the number of bonus games T after subtraction inthe RAM 52 (Step S48).

Next, the CPU 50 determines whether or not the number of bonus games Thas reached the number determined in Step S40 (Step S49). Morespecifically, the CPU 50 determines whether or not the number of bonusgames T stored in the RAM 52 is equal to zero. When the number of bonusgames is not equal to zero, i.e., in a case where the CPU 50 determinesthat the number of bonus games executed has not reached the numberdetermined in Step S40, the CPU 50 returns the processing to Step S41,and repeats the aforementioned processing. On the other hand, in a casewhere the CPU 50 determines that the number of bonus games T is equal tozero, i.e., in a case where the CPU 50 determines that the number ofbonus games executed has reached the number determined in Step S40, theCPU terminates the present subroutine.

FIG. 12 is a flowchart showing a subroutine of payout processing whichis called in Step S33 of win determination processing 1 shown in FIG.10, Step S83 of win determination processing 2, Step S103 of windetermination processing 3, Step S123 of win determination processing 4,Step S133 of win determination processing 5, or a subroutine of payoutprocessing 1, which is one example of payout processing called andcarried out in Step S47.

In payout processing 1, the CPU 50 first determines whether the winningis a symbol applicable to point addition or not (Step S50). In a casewhere the CPU 50 determines that the winning is a symbol applicable topoint addition, the CPU 50 refers to the payout rate (Step S51). Next,the PCU 50 advances the processing to Step S53.

On the other hand, in Step S50, in a case where the CPU 50 determinesthat the winning is not a symbol applicable to point addition, the CPU50 set the payout rate to 1 (Step S52). Next, in Step S53, the CPU 50pays out the amount which is equivalent to an award of the winningcombination symbol multiplied by the payout rate.

FIG. 13 is a flowchart showing a subroutine of point addition processingwhich is called to execute in Step S36 of win determination processingshown in FIG. 10.

In the point addition processing, the CPU 50 first performs a summationof points (Step S60). Next, the CPU 50 determines whether the pointshave exceeded a threshold or not (Step S61). In a case where the CPU 50determines that the points have not exceeded the threshold, the CPU 50terminates the present processing. On the other hand, in a case wherethe CPU 50 determines that the points have exceeded the threshold, theCPU 50 performs processing for updating the payout rate (Step S62).Thereafter, the CPU 50 terminates the present processing.

Trigger Rendered Effect and WIN Rendered Effect

A trigger rendered effect refers to a rendered effect of point additionprocessing by a point awarding symbol and a WIN rendered effect refersto a rendered effect of payout processing by a symbol applicable topoint addition, which are described in the abovementioned flowchart(Steps S33 and S34 to S36 in FIG. 10). Regarding the abovementionedrendered effects, an example of images displayed for a trigger renderedeffect 1 and its variations, trigger rendered effects 2 and 3 isdescribed with the drawings. In addition, an example of images displayedfor a WIN rendered effect 1 in the trigger rendered effects 1 and 2 anda WIN rendered effect 2 in the trigger rendered effect 3 is describedwith reference to the drawings.

Trigger Rendered Effect 1

FIGS. 14A and 14B are an example of images representing a triggerrendered effect 1 displayed on the main display 14 and the sub display3. In the trigger rendered effect 1, a payout rate is determined basedon points which are added when a rearranged symbol combination is in theREACH state. An image of the trigger rendered effect 1 shown in FIGS.14A and 14B show that the rearranged symbol combination is in the REACHstate in relation to a “7” combination, which is a situation indicatingthat the point is equivalent to 1 and the payout rate is 1.5. Even in acase where a player loses a game, the point is accumulated, therebypreventing a situation in which a player loses interest in the amusementservice.

FIG. 14A shows an example of an image of the trigger rendered effect 1displayed on the sub display 3. The image shown in FIG. 14A indicates anobtained point, a payout rate, and a symbol combination of payout. Theobtained point is represented with a circle with oblique lines 102 inthe trigger rendered effect 1 (a display type for showing a requirednumber). The payout rate is represented with “×1.5”, “×2”, “×3”, and“×6”. The symbol combination of payout is represented as “7, 7, 7” asindicated by a numeral 104. In addition, a point is represented with anopen circle 103. For example, the image shown in FIG. 14A indicates thatthe rate is 1.5 if the point is not more than 2, the rate is 2 if thepoint is 3 to 5, the rate is 3 if the point is 6 to 10, and the rate is6 if the point is equal to or greater than 11. In other words, the imageof the trigger rendered effect 1 shown in FIG. 14A indicates that theamount of normal payout multiplied by the rate 1.5 is paid out in a casewhere a symbol combination is “7, 7, 7”. Also in this image, the message“POINT GET!” 101 represents that a player obtains a point.

FIG. 14B shows an example of an image of the trigger rendered effect 1displayed on the main display 4. The image shown in FIG. 14B illustratessymbols rearranged, and then the combination “7, 7, BARBAR”, which is inthe REACH state in relation to the combination “7, 7, 7”, is displayedin the left display window 23, the center display window 24, and theright display window 25. A message “YOU'VE GOT A POINT!” 105 representsthat a player has obtained a point.

WIN Rendered Effect 1

FIGS. 15A and 15B show an example of images of the WIN rendered effect 1displayed on the main display 4 and the sub display 3. In the WINrendered effect, a certain amount is paid out based on a rate accordingto point addition in a case where a rearranged symbol combination isequivalent to symbols applicable to point addition. The images of theWIN rendered effect 1 shown in FIGS. 15A and 15B indicate that since therearranged symbol combination is “7, 7, 7”, a certain amount is paid outbased on a rate according to point addition.

FIG. 15A shows an example of an image of the WIN rendered effect 1displayed on the sub display 3. The image represents 5 points obtainedby a player, as indicated by circles with oblique lines 102. Inaddition, “7, 7, 7” 104 and “×2” indicate that a player obtains doubleamount of normal payout in a case where a symbol combination is “7, 7,7”.

FIG. 15B shows an example of an image of the WIN rendered effect 1displayed on the main display 4. The image represents a rearrangement ofsymbols and the resulting combination “7, 7, 7” displayed in the leftdisplay window 23, the center display window 24, and the right displaywindow 25. A message “WIN! 100×2” 111 indicates that a player obtainsdouble the normal payout of 100 credits when the combination is “7, 7,7”.

Trigger Rendered Effect 2

In the trigger rendered effect 1, a payout rate is determined based onpoints which are added when a rearranged symbol combination is in theREACH state. On the other hand, in the trigger rendered effect 2, apayout rate is determined based on points added when one of therearranged symbols has a DORA symbol. An embodiment regarding theforegoing is described with reference to FIG. 16.

FIGS. 16A and 16B are an example of images representing a triggerrendered effect 2 displayed on the main display 14 and the sub display3. The images of the trigger rendered effect 2 shown in FIGS. 16A and16B show that points are added in a case where one of the rearrangedsymbols is “7 DORA”.

FIG. 16A is an example of an image representing the trigger renderedeffect 2 displayed on the sub display 3. An image shown in FIG. 16indicates that the amount of a normal payout multiplied by the rate 1.5is paid out in a case where a symbol combination is “7, 7, 7 DORA”.

FIG. 16B shows an example of an image of the trigger rendered effect 2displayed on the main display 4. The image represents a rearrangement ofsymbols and the resulting combination “BAR BAR, BAR, 7 DORA”, whichincludes a DORA symbol, displayed in the left display window 23, thecenter display window 24, and the right display window 25.

In addition, as a variation for awarding points, such an arrangement mayalternatively be made in which when a symbol with a DORA symbol isdisplayed, a lottery is performed to determine whether points are givenor not, as well as an arrangement in which points are added, whenever asymbol with a DORA symbol is displayed.

Trigger Rendered Effect 3 (HALF WILD)

In the trigger rendered effect 1, a payout rate is determined based onpoints which are added when a rearranged symbol combination is in theREACH state. On the other hand, in the trigger rendered effect 3, apayout rate is determined based on points which are added when one ofthe rearranged symbols is a specified symbol (“HALF WILD”). Anembodiment regarding the foregoing is described with reference to FIGS.17 to 19.

Flowchart of Payout Processing 2 (HALF WILD)

FIG. 17 is a flowchart showing a subroutine of payout processing 2 as anexample of payout processing which is called to execute in Step S33 ofwin determination processing shown in FIG. 10, Step S83 of windetermination processing 2, Step S103 of win determination processing 3,Step S123 of win determination processing 4, Step S131 of windetermination processing 5 or Step S47 of bonus game processing.

In payout processing 2, the CPU 50 first determines whether the winningincludes a symbol applicable to point addition or not (Step S70). In acase where the CPU 50 determines that the winning includes a symbolapplicable to point addition, the CPU 50 refers to a payout rate (StepS71). Next, the CPU 50 advances the processing to Step S73.

On the other hand, in Step S70, in a case where the CPU 50 determinesthat the winning does not include a symbol applicable to point addition,the CPU 50 sets the payout rate to 1 (Step S72).

Next, in Step S73, the CPU 50 determines whether the rearranged symbolcombination includes a HALF WILD symbol or not. In a case where the CPU50 determines that the rearranged symbol combination includes a HALFWILD symbol, the CPU 50 pays out half of the amount of an award for awinning symbol multiplied by a payout rate (Step S74). Thereafter, theCPU 50 terminates the present processing.

On the other hand, in Step S73, in a case where the CPU 50 determinesthat a HALF WILD symbol is not included, the CPU 50 pays out an amountwhich is equivalent to the award for the winning symbol multiplied bythe payout rate (Step S75). Thereafter, the CPU 50 terminates thepresent processing.

FIG. 18 is an example of an image representing a trigger rendered effect3 displayed on the main display 14. The image represents a rearrangementof symbols and the resulting combination “7, 7, HALF WILD” displayed inthe left display window 23, the center display window 24, and the rightdisplay window 25. Since one of the rearranged symbols is “HALF WILD”,it shows that points are added.

WIN Rendered Effect 2

FIG. 19 is an example of an image representing a WIN rendered effect 2displayed on the main display 14. The image represents a rearrangementof symbols and the resulting combination “7, 7, HALF WILD” displayed inthe left display window 23, the center display window 24, and the rightdisplay window 25. Since a winning of HALF WILD occurs, the imagerepresents that a certain amount multiplied by the payout rate based onpoints is paid out. A message “WIN! 80×3 240 CREDITS!” 113 indicates thepayout of 240 credits that are equivalent to half the amount (160credits) multiplied by 3 for a case where the payout rate is 3 based onthe currently obtained points and normal payout of the combination “7,7, 7” is 160 credits.

Regarding Variations of Points Display

An image of the trigger rendered effect indicates obtained points, apayout rate, and a symbol combination of a payout. As an example of animage, a display type for showing required points to upgrade the payoutrate is shown in FIG. 14. Here, other display types are described.Examples for the other display types are as follows: a point savingeffect 1, which does not show at which points a payout rate is upgraded(see FIG. 20 described later); a point saving effect 2, which does notshow information as to current points that a player has obtained (seeFIG. 21 described later); and a point saving effect 3, which accumulatespoints for each winning combination (see FIG. 22 described later). Eachof these types can be displayed in combination with a trigger renderedeffect. Details of each display type are described below with referenceto the drawings.

Points Saving Effect 1

FIG. 20 is an example of an image displaying the obtained points on thesub display 3. This display type (gauge type) does not show any specificinformation such as current points that a player has obtained, points bywhich a payout rate is upgraded, and the like. In the image shown inFIG. 20, a message “RANK UP BAR” 121 indicates that a gauge 123represents progress of upgrading to the next level, and “NEXT ×2” 122indicates that a payout rate becomes double by an upgrade to the nextlevel through incrementing of points. More specifically, this exampleshows that a certain amount is paid out based on a rate according topoint addition, and a payout rate becomes double as a result ofupgrading for a case where the rearranged symbol combination is “7, 7,7”.

Points Saving Effect 2

FIG. 21 is an example of an image displaying the obtained point on thesub display 3. This display type (a numeral value display type) does notshow any information as to what points a player possesses. An arrow 131divided into three pieces represents a current payout rate and aprobability that the current payout rate is upgraded to the next levelof payout rate if a predetermined condition is fulfilled. 117 DORA” 133represents a symbol applicable to point addition. “×3 Hit” 132represents that the current payout rate is upgraded to the next level ofpayout rate if the number of appearances of a symbol applicable to pointgiving reaches three times. That is, the present example represents thatthe current payout rate is 1.5 and the payout rate becomes double if thenumber of appearances of “7 DORA” reaches three times. In a case where apayout rate is changed, for example, the displayed “×1.5” 134 changes to“×2” and the displayed “×2” 135 changes to “×3”.

Points Saving Effect 3

FIG. 22 is an example of an image displaying the obtained points on thesub display 3. This display includes a gauge that is divided to show thepoints required for each winning combination. When points areaccumulated, a gauge applicable to the next upgrading appears on thedisplay. In the rendered image shown in FIG. 22, an image 141 indicatesthat the payout is 100 credits in a case where a rearranged symbolcombination is “7, 7, 7”. This example shows that the current payoutrate is 1.5, three points are required for upgrading, and the currentpoints obtained a player is two. Similarly, an image 142 indicates thatthe payout is 50 credits in a case where a rearranged symbol combinationis “3 BAR, 3 BAR, 3 BAR”. This example shows that the current payoutrate is 2, six points are required for upgrading, and the current pointsobtained by a player is three. Furthermore, an image 143 indicates thatthe payout is 30 credits in a case where a rearranged symbol combinationis “BAR, BAR, BAR”. This example shows that the current payout rate is1, two points are required for upgrading, and the current pointsobtained by a player is one.

In an aspect of the point saving effect 3, for example, the CPU 50 mayadd points for the combination “7-7-7” (the image 141) in a case where arearranged symbol combination is “7, 7, BAR”, and may add points for thecombination “3BAR-3BAR-3BAR” in a case where a rearranged symbolcombination is “3BAR-3BAR-7”. That is, a symbol combination entitled toreceiving points may be different depending on each winning combination.

Variation 2: RANK UP!

A variation that provides a symbol “RANKUP!” is described here. In acase where the symbol “RANK UP!” appears in a rearrangement, points areadded. When the accumulated points exceed a threshold, a symbolapplicable to point addition is updated. This example is described withreference to FIGS. 23 to 28.

FIG. 23 shows symbols arranged on the reels 22L, 22C, and 22R, and codenumbers. FIG. 23 shows one example of a symbol line that includes sevenpieces of symbols, a plurality types of symbols, which are shown on eachreel 22L, 22C, and 22R have been arranged. Symbol lines with a pluralityof types of symbols in FIG. 23 are similar to those of FIG. 5 except forthe “RANK UP!” symbol 100.

FIG. 24 is a flowchart showing a subroutine of win determinationprocessing 2 with regards to “RANK UP!”. Win determination processing 2is called and executed in Step S16 of game execution processing shown inFIG. 8 in a case where the “RANK UP!” symbol 100 occurs among theplurality of types of symbols shown on the reels 22L, 22C, and 22R.

In win determination processing 2, the CPU 50 first determines whether abonus game has been triggered or not (Step S8). In the processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination for triggering a bonus game. In a case where the CPUdetermines that a bonus game has been triggered, the CPU calls bonusgame processing (see FIG. 11) (Step S81), and then terminates thepresent processing.

On the other hand, in a case where the CPU determines that the bonusgame has not been triggered, the CPU 50 determines whether or not aplayer has won any award (Step S82). In this processing, the CPU 50determines whether the rearranged symbol combination matches a winningcombination. In a case where the rearranged symbol combination matches awinning combination, the CPU calls payout processing (see FIG. 12 or 17)(Step S83) and terminates the present processing.

On the other hand, in a case where the CPU determines that therearranged symbol combination does not match a winning combination, theCPU then determines whether the rearranged symbol combination achieves“RANK UP!” or not (Step S84). In this processing, the CPU 50 determineswhether the rearranged symbols include a “RANK UP!” symbol or not. In acase where the CPU 50 determines that the rearranged symbol includes a“RANK UP!”, the CPU 50 performs payout rate change processing for asymbol applicable to point addition (see FIG. 25 described later) (StepS85). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU determines that therearranged symbol combination does not achieve “RANK UP!” in Step S84,the CPU then terminates the present processing.

FIG. 25 is a flowchart showing a subroutine of payout rate changeprocessing for a symbol applicable to point addition, which is called toexecute in Step S85 of win determination processing 2 as shown in FIG.24.

In payout rate change processing for a symbol applicable to pointaddition, the CPU 50 first performs point addition processing (StepS90). Next, the CPU 50 determines whether point value has exceeded athreshold or not (Step S91). In a case where the CPU determines that thepoint value has not exceeded the threshold, the CPU terminates thepresent processing.

On the other hand, in a case where the CPU determines that the pointvalue has exceeded the threshold in Step S91, the CPU 50 changes asymbol applicable to point addition (Step S92) (see FIG. 27 describedlater). Next, the CPU 50 determines whether the symbol combination is“7, 7, 7” or not (Step S93). In a case where the CPU determines that thesymbol combination is not “7, 7, 7”, the CPU terminates the presentprocessing. On the other hand, in a case where the CPU 50 determinesthat the symbol combination is “7, 7, 7”, the CPU 50 changes the payoutrate (Step S94) (see FIG. 28 described later). Thereafter, the CPU 50terminates the present processing.

RANK UP Effect 1

FIGS. 26A and 26B are one example of images showing the RANK UP effect 1displayed on the main display 4 and the sub display 3. An image of theRANK UP effect 1 shown in FIGS. 26A and 26B indicate that points areadded in a case where a rearranged symbol includes a “RANK UP!” symboland that a symbol applicable to point addition is updated in a casewhere the point value thus added exceeds a threshold.

FIG. 26A is an example of an image of the RANK UP effect 1 displayed onthe sub display 3. In the image shown in FIG. 26A, “BARBAR BARBARBARBAR - - - 50”, as indicated by a numeral 156, represents that anamount of payout is 50 credits in a case where a rearranged symbolcombination is “BARBAR”. Similarly, “BAR BAR BAR - - - 100”, asindicated by a numeral 155, represents that an amount of payout is 100credits in a case where a rearranged symbol combination is “BAR”. Inaddition, “7 7 7 - - - 300”, as indicated by a numeral 154, representsthat an amount of payout is 300 credits in a case where a rearrangedsymbol combination is “7, 7, 7”. Furthermore, “×2” represents that apayout rate is double. In addition, an arrow 158 indicates that a symbolapplicable to point addition is updated in a case where a game isexecuted, a “RANK UP!” symbol appears following a rearrangement ofsymbols, and the point value thus added exceeds a predeterminedthreshold. In the present example identified by a bold line 157enclosing “×2”, a symbol applicable to point addition is 2BAR (BARBAR),and the payout rate is double.

FIG. 26B is an example of an image of the RANK UP effect 1 displayed onthe main display 4. In the image shown in FIG. 26B, symbols arerearranged and the combination “BAR, 7, RANK UP!” is displayed on theleft display window 23, the center display window 24, and the rightdisplay window 25, respectively. Marks 151, 152, and 153 represent thata “RANK UP!” symbol has appeared and points have been added. The presentexample represents that the mark 151 is turned on when the “RANK UP!”symbol appears once. In a case where the “RANK UP!” symbol appears threetimes, the point value thus added exceeds a threshold. Then, a symbolapplicable to point addition is changed from 2BAR (BARBAR) to “BAR BARBAR - - - 100”.

RANK UP Effect 2

FIGS. 27A and 27B are an example of images showing the RANK UP effect 2displayed on the main display 4 and the sub display 3. FIGS. 27A and 27Billustrates updating of a payout rate for a case where pointsaccumulated based on the number of appearances of the “RANK UP!” symbolexceeds a threshold, and one round of updating of symbols applicable topoint addition is completed.

FIG. 27A is an example of an image of the RANK UP effect 2 displayed onthe sub display 3. In the image shown in FIG. 27A, “BARBAR BARBARBARBAR - - - 50” 156, “×2”, and the like are similar to those of FIG.26A. An arrow 160 indicates that the payout rate is upgraded to triplefor a case when the following conditions are met: a game is executed,the “RANK UP!” symbol appears following a rearrangement of symbols, thepoint value added exceeds a predetermined threshold, and a symbolapplicable to point addition is updated from “7, 7, 7 - - - 300×2” tothe next one. Similarly, the arrow 160 indicates the payout rate isfurther upgraded to quadruple when another round of updating of thesymbol applicable to point addition occurs.

FIG. 27B is an example of an image of the RANK UP effect 2 displayed onthe main display 4. The image shows a rearrangement of symbols and theresulting combination “BARBAR, BAR, RANK UP!” displayed in the leftdisplay window 23, the center display window 24, and the right displaywindow 25, respectively. Since the points thus added are three, all themarks 151, 152, and 153 are turned on. The sub display 3 shows that thesymbol applicable to point addition is changed to “BAR BAR BAR - - -100”.

FIGS. 28A and 28B are an example of images of the RANK UP effect 2displayed on the main display 4 and the sub display 3 after a transitionof game state shown in FIGS. 27A and 28B.

FIG. 28A is an example of an image of the RANK UP effect 2 displayed onthe sub display 3. In the image shown in FIG. 28A, “×3” with a bold line161 indicates that an award is 100 credits and its payout rate is triplein a case where a rearranged symbol combination forms “BAR BAR BAR”.

FIG. 28B is an example of an image of the RANK UP effect 2 displayed onthe main display 4. In the image shown in FIG. 28B, symbols arerearranged and the combination “BAR, BAR, BAR” is displayed in the leftdisplay window 23, the center display window 24, and the right displaywindow 25, respectively. Since the combination “BAR, BAR, BAR” isachieved, the message “WIN! 100×3 300 CREDTIS!!” 162 is displayed, whichindicates that the payout is 300 credits.

Variation 3: WHEEL

A variation that provides a symbol “WHEEL” is described here. In a casewhere a “WHEEL” symbol is arranged, a payout rate or an award isdetermined by lottery. A WHEEL winning combination is determined here.WHEEL winning combination refers to a symbol combination to which anaward determined by lottery is provided along with a payout rate, whichis also determined by lottery. This example is described with referenceto FIGS. 29 to 31.

WHEEL Effect 1

FIGS. 29A and 29B are an example of images of the WHEEL effect 1displayed on the main display 4 and the sub display 3. As shown in FIGS.29A and 29B, a payout rate or an award is selected for a case where a“WHEEL!” symbol is rearranged.

FIG. 29A is an example of an image of the WHEEL effect 1 displayed onthe sub display 3. The image shown in FIG. 29A shows that a payout rateor an award on four elliptical sections 190 (hereinafter referred to as“layers 190”) is selected based on a result of a lottery. When a “WHEEL”symbol appears, a payout rate or an award on a first layer 191 is to beselected by a lottery. Based on the result of the lottery, a payout ratesuch as “×2” or an arrow oriented to a second layer is selected. In thisexample, “×2” is selected, and a circle with a bold line 195 and themessage “BONUS WHEEL! ×2” 196 indicate that the payout rate is double.The WHEEL winning combination may be determined by lottery when a“WHEEL!” symbol has appeared or may alternatively be determined inadvance.

For example, the CPU 50 determines any one of a payout rate and an arrowon the first layer by lottery of random numbers. In a case where anarrow is selected based on the result of the lottery, a game shifts tothe second layer. Subsequently, the CPU 50 determines any one of apayout rate, an award, and an arrow on the second layer. In a case wherethe CPU 50 selects “30” indicating an award, the CPU 50 provides anormal award plus 30 credits every time a WHEEL winning combination(7-7-WILD) is formed in a subsequent game. In addition, for example, ina case where the CPU 50 selects “2”, the CPU 50 provides double theamount of a normal payout every time a WHEEL winning combination(7-7-WILD) is formed in a subsequent game. In addition, every time a“WHEEL!” symbol appears and the WHEEL effect is performed, the CPU 50changes a status of payout rate such as “×2”, “×3”, and “30”.Furthermore, in a case where a game reaches a fourth layer by the WHEELeffect, the CPU 50 provides a progressive award. In addition, regardinga way of lottery on the WHEEL effect, a symbol may be determined foreach layer or may be determined for all the layers (the first layer tothe fourth layer) based on a result of a single lottery.

FIG. 29B is an example of an image of the WHEEL effect 1 displayed onthe main display 4. The image indicates a rearrangement of symbols andthe resulting combination “BAR, 7, WHEEL!” displayed in the left displaywindow 23, the central display window, and the right display window,respectively. The message “BONUS WHEEL!” 197 indicates that a renderedeffect starts as a result of an appearance of “WHEEL!”.

FIGS. 30A and 30B are an example of images of the WHEEL effect 1displayed on the main display 4 and the sub display 3 in a case where agame has been executed and advanced from FIG. 29.

FIG. 30A is an example of an image of the WHEEL effect 1 displayed onthe sub display 3 in a case where a rearranged combination matches aWHEEL winning combination. In the image shown in FIG. 30A, a circle witha bold line 181 and the message “BONUS WHEEL! ×3” indicate that a payoutrate is triple selected by a lottery on the second layer 192.

FIG. 30B is an example of an image of the WHEEL effect 1 displayed onthe main display 4. The image indicates a rearrangement of symbols andthe resulting combination “7, 7, WILD” forming a WHEEL winningcombination displayed in the left display window 23, the center displaywindow 24, and the right display window 25. The message “WIN! 300×3 900CREDITS!!” 183 indicates that 900 credits are paid out for therearranged symbol forming a WHEEL winning combination.

WHEEL Effect 2

FIGS. 31A and 31B are an example of images showing the WHEEL effect 2displayed on the main display 4 and the sub display 3 in a case where arearranged combination matches a WHEEL winning combination. The image ofthe WHEEL effect 2 shown in FIG. 31A indicates that an arrow orientingto the second layer and “30” on the second layer are selected by alottery of random numbers.

FIG. 31A is an example of an image showing the WHEEL effect 2 displayedon the sub display 3. In the image shown in FIG. 31A, a circle with abold line 185 and the message “BONUS WHEEL! 30” 186 indicate that apayout as a fixed award is 30 credits based on a lottery on the secondlayer 192. Suppose that although “×2” has been selected as a payout rateas described above, a player wins an arrow orienting to the second layerand an award “30” by a lottery of random numbers. When the playerachieves a WHEEL winning combination, she earns a total of 330 credits,which includes a normal award of 300 and an additional award of 30. Thatis, the payout rate “×2” is cancelled and a predetermined award “30” ispaid out instead. Then the CPU terminates the WHEEL effect.

FIG. 31B is an example of an image of WHEEL effect 2 displayed on themain display 4. The image indicates a rearrangement of symbols and theresulting symbol combination “7, 7, WILD”, which matches a WHEEL winningcombination, displayed in the left display window 23, the center displaywindow 24, and the right display window 25, respectively. The message“WIN! 300+30 330 CREDITS!!” indicates that 330 credits are paid out forthe rearranged symbols matching a WHEEL winning combination.

WILD

Here, a case is described in which a “WILD” symbol is rearranged. The“WILD” symbol can represent any symbol in a rearranged combination. Forexample, in a case where a rearranged symbol combination is “BAR BARWILD”, this combination is equivalent to a combination “BAR BAR BAR”.The equivalent symbol combination in this case (“BAR BAR BAR”), in whichone “BAR” symbol is represented by a “WILD” symbol, is called a“supplemented combination”. The wild effect is described with referenceto FIGS. 32 and 33. In addition, since the payout rate is not determinedbased on added points in the following embodiments, explanations aremade using the term “a symbol applicable to payout rate change” insteadof using “a symbol applicable to point addition”.

FIG. 32 is a flowchart showing a subroutine of the win determinationprocessing 3 (WILD Effect), which is called to execute in Step S16 ofgame execution processing shown in FIG. 8.

In the win determination processing 3, the CPU 50 first determineswhether a bonus game has been triggered or not (Step S100). In theprocessing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination for triggering a bonus game.In a case where the CPU determines that a bonus game has been triggered,the CPU calls bonus game processing (see FIG. 11 described later) (StepS101). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in a case where the CPU 50 determines that a bonusgame has not been triggered in Step S100, the CPU 50 determines whetherthe combination of symbols is a winning combination or not (Step S102).In this processing, the CPU 50 determines whether the rearranged symbolcombination matches a winning combination. In a case where thecombination matches a winning combination, the CPU 50 calls payoutprocessing (see FIGS. 12 or 17 described later) (Step S103). Thereafter,the CPU 50 terminates the present processing. In the payout processing,the CPU 50 also performs payout processing for occurrence of a“supplemented combination”, as described later.

In a case where the CPU determines that the rearranged symbolcombination does not match a winning combination in Step S102, the CPU50 determines whether the rearranged symbol combination matches “a REACHcombination and WILD” or not (Step S104). Here, “REACH combination”refers to a winning combination including symbols displayed on the firstreel 22L and the second reel 22C together with WILD. For example, aREACH combination in S110 of FIG. 33 is “BAR BAR”. In addition, an“supplemented combination”, as described later, refers to a symbolcombination in which symbols included in a REACH combination aredisplayed on the first reel 22L, the second reel 22C, and the third reel22R. For example, in a case where a “REACH combination” is “BAR BAR”,the “supplemented combination” is “BAR BAR BAR”.

Next, in Step S105, the CPU 50 determines whether a REACH combinationstored in the RAM 52 previously is the same as the current rearrangedREACH combination or not. In a case where the CPU determines that thosecombinations are different from each other, the CPU 50 advances theprocessing to Step S106. That is, in a case where a “REACH combinationand WILD” is achieved after the rearrangement, the CPU 50 consistentlystores the REACH combination as a symbol applicable to payout ratechange. Then, the REACH combination is stored in the RAM 52 and retainedeven in subsequent games. Here, the symbol applicable to payout ratechange refers to a symbol combination for which a payout rate is changedas shown in FIG. 33.

In a case where the CPU 50 determines that those combinations aredifferent from each other, the CPU 50 sets a symbol applicable to payoutrate change to a supplemented combination corresponding to the currentREACH combination in Step S106. Thereafter, the CPU 50 advances theprocessing to Step S108.

On the other hand, in a case where the CPU 50 determines that thosecombinations are identical with each other, the CPU 50 changes a payoutrate to be used when a supplemented combination is achieved. In otherwords, the CPU 50 changes a payout rate for credits which are paid outwhen a player wins a supplemented combination (Step S107).

Next, after the processing of Step S106 or Step S107, the CPU 50provides credits to be paid out when the supplemented combination isachieved in Step S108. Thereafter, the CPU 50 terminates the presentprocessing.

HALF WILD Effect

FIG. 33 shows a transition of images depicting the HALF WILD effectdisplayed on the main display 4. Here, a HALF WILD symbol differs from aWILD symbol in that an amount of payout for a HALF WILD combination ishalf the amount of payout for a WILD combination. However, a symbol onthe third reel 22R serves as a wild card in the HALF WILD combination,which is the same as that in the WILD combination. Therefore, although adescription is made regarding HALF WILD in the following embodiments,the description is also applicable to a description regarding WILD.

If a REACH combination and a “HALF WILD” symbol are arranged and thesame REACH combination and a “HALF WILD” symbol are rearranged whileperforming a HALF WILD effect, the payout rate is increased. On theother hand, in a case where a different REACH combination and a “HALFWILD” symbol are rearranged, a symbol applicable to payout rate changeis updated. In FIG. 33, it is assumed that the payout is 100 credits forthe rearranged symbol combination of “BAR BAR BAR”, and the payout is200 credits for the rearranged symbol combination of “7, 7, 7”.

FIG. 33 (S110) shows that a symbol applicable to payout rate change is“BAR” and a payout rate of double is set for an occurrence of thecombination “BAR, BAR, HALF WILD”. In addition, FIG. 33 shows that sincethe combination thus achieved includes a “HALF WILD” symbol, 50 credits,which is half of 100, is obtained.

FIG. 33 (S111) shows that 200 credits, which is double of 100 credits,has been obtained for an occurrence of the combination “BAR, BAR, BAR”.

FIG. 33 (S112) shows that as a result of a recurrence of the combination“BAR, BAR, HALF WILD” following Step S110, which is the same REACHcombination, a payout rate to be paid when a winning combination isachieved is changed from double to triple.

FIG. 33 (S113) shows that 300 credits, which is triple of 100 credits,is obtained for the combination “BAR, BAR, BAR” occurred following StepS112.

FIG. 33 (S114) shows that as a result of an occurrence of thecombination “7, 7, HALF WILD” following Step S110, whose REACHcombination is “7, 7”, a symbol applicable to payout rate change isupdated from “BAR, BAR, BAR” to “7, 7, 7”, and the payout rate isdouble. FIG. 33 (S114) also shows that since the combination thusachieved includes a “HALF WILD” symbol, 100 credits, which is half of200, is obtained. In this case, a payout rate of the previous REACHcombination “BAR, BAR, BAR” is reset, and its payout rate “×2” is notmaintained for the subsequent occurrence of “BAR, BAR” REACHcombination.

FIG. 33 (S115) shows that 400 credits, which is double of 200 credits,is obtained for an occurrence of the combination “7, 7, 7” followingStep S114.

Second Embodiment

In the following, a slot machine 1 with a sub reel according to a secondembodiment is described with reference to FIGS. 34 to 46. Firstly, theportions different from the first embodiment are described based onFIGS. 34 and 35 regarding the outline configuration of the slot machine1 according to the present embodiment.

FIG. 34 is a perspective view of slot machine 1. The slot machine 1 hasa configuration in which a first sub reel 26 and a second sub reel 27are added to the slot machine 1 of the first embodiment. The first subreel 26 is provided on a main display 4. A symbol on the first sub reel26 is rotated and rearranged upon a rearrangement of three reels 23, 24,and 25. The second sub reel 27 is provided on a sub display 3. A symbolon the second sub reel 27 is rotated and rearranged upon a rearrangementof the first sub reel 26.

FIG. 35 is a block diagram schematically showing a control system of theslot machine 1. With such a configuration in which the first sub reel 26and the second sub reel 27 are added to the slot machine 1 of the firstembodiment, the following are additional components: a motor drivingcircuit 82, a stepping motor 82R, and a reel position detecting circuit85 for the first sub reel 26; and a motor driving circuit 83, a steppingmotor 83R, and a reel position detecting circuit 84 for the second subreel 27.

Example of First Sub Reel

Examples using the first sub reel 26 are described with reference toFIGS. 36 to 39.

Symbol Arrangement of First Sub Reel

FIG. 36 is a diagram showing a symbol and a code number displayed on thefirst sub reel 26. FIG. 36 shows one example of a symbol line in whichsix pieces, a plurality of types of symbols, are arranged on the firstsub reel 26. This arrangement is converted into a table as data, andstored in the ROM 51 (see, FIG. 35). Code numbers of “00” to “05” aregiven to each symbol, as shown in FIG. 36, and stored in the ROM 51 as adata table (see FIG. 35). That is, it is possible to specify a symboluniquely by identification of the first sub reel 26 and the code number.

On a peripheral surface of the first sub reel 26, four types of symbolsare arranged as shown in FIG. 36. More specifically, symbols arranged onthe peripheral surface of the first sub reel 26 are a “×1” symbol 210,“×2” symbol 211, “×10” symbol 212, and “×3” symbol 213. On a peripheralsurface of the first sub reel 26, these four types of symbols arearranged in the order shown in FIG. 36. The first sub reel 26 is drivento rotate in such a manner that the symbol line moves in an arrowdirection of FIG. 36.

FIG. 37 is a flowchart showing a subroutine of win determinationprocessing 4, which is called to execute in Step S16 of game executionprocessing shown in FIG. 8.

In win determination processing 4, CPU 50 first determines whether abonus game has been triggered or not (Step S120). In the processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination for triggering a bonus game. In a case where the CPU50 determines that a bonus game has been triggered, the CPU 50 callsbonus game processing (see FIG. 11) (Step S121). Thereafter, the CPU 50terminates the present processing.

On the other hand, in a case where the CPU determines that the bonusgame has not been triggered in Step S120, the CPU 50 determines whetheror not a player has won any award (Step S122). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the rearranged symbol combinationmatches a winning combination, the CPU calls payout processing (see FIG.12 or 17) (Step S123). Thereafter, the CPU 50 terminates the presentprocessing.

On the other hand, in Step S122, in a case where the CPU determines thatthe rearranged symbol combination does not match a winning combination,the CPU then determines whether the rearranged symbol combinationachieves “RANK UP” or not (Step S124). In a case where the CPUdetermines that a symbol is “RANK UP!” , the CPU 50 performs the firstsub reel rotation processing (Step S125). Next, the CPU 50 performspayout rate determination processing when a supplemented combination isachieved (Step S126). The “supplemented combination” here may be thesame as that described in WILD of the first embodiment 1. Alternatively,the CPU 50 may determine in advance a predetermined combination as asupplemented combination. Thereafter, the CPU 50 terminates the presentprocessing.

In a case where the first sub reel 26 is rotated again after therearrangement, the payout rate determined previously based on the payoutrate determination processing (S126) is reset. A new payout rate isdetermined based on the result of a rearrangement of the first sub reel26, which is newly driven to rotate.

FIG. 38 is an example of an image of the first sub reel effect 1displayed on the main display 4. The image shown in FIG. 48 indicates arearrangement of symbols and the resulting combination “7, BAR, RANKUP!”displayed in the left display window 23, the center display window 24,and right display window 25, respectively. An arrow 241 of the first subreel 26 indicates that the first sub reel 26 is rotating, following anoccurrence of a “RANK UP!” symbol.

FIG. 39 is an example of an image of the first sub reel effect 1displayed on the main display 4 in a case where a game has been executedand advanced from FIG. 38. The image shown in FIG. 39 indicates therotation of the first sub reel 26, a rearrangement of symbols, and theresulting appearance of a “×1” symbol, a “×2” symbol, and a “×10”symbol. A frame 242 on the first sub reel 26 and a “×2” symbol 243indicate that the determined payout rate is “×2”.

Examples of First and Second Sub Reels

Examples using the first and second sub reels are described withreference to FIGS. 40 to 46.

Symbol Arrangement of the First and Second Sub Reels

FIG. 40 shows symbols and code numbers displayed on the first sub reel26 and the second sub reel 27. FIG. 40 shows one example of a symbolline in which seven pieces, a plurality of types of symbols, arearranged on the first sub reel 26. This arrangement is converted into atable as data, and stored in the ROM 51 (see, FIG. 35). Morespecifically, code numbers of “00” to “06” are given to each symbol, asshown in FIG. 40, and stored in the ROM 51 as a data table (see FIG.35). That is, it is possible to specify a symbol uniquely byidentification of the first sub reel 26 and the code number.

On a peripheral surface of the first sub reel 26, seven types of symbolsincluding a blank symbol are formed, as shown in FIG. 40. Morespecifically, symbols formed on the peripheral surface of the first subreel 26 are a WILD symbol 200, a RED 7 symbol 201, a 7 DORA symbol 202,a 3 BAR symbol 203, a 2 BAR symbol 204, a BAR symbol 205, and a blanksymbol 206. These seven types of symbols are arranged in the order shownin FIG. 40. The first sub reel 26 is driven to rotate in such a mannerthat the symbol line moves in the arrow direction of FIG. 40.

FIG. 40 shows one example of a symbol line in which six pieces, aplurality of types of symbols, are arranged on the second sub reel 27,respectively. This arrangement is converted into a table as data, andstored in the ROM 51 (see, FIG. 35). Code numbers of “00” to “06” aregiven to each symbol, as shown in FIG. 40, and stored in the ROM 51 as adata table (see, FIG. 35). That is, it is possible to specify a symboluniquely by identification of the second sub reel 27 and the codenumber.

On a peripheral surface of the second sub reel 27, four types of symbolsare formed, as shown in FIG. 40. More specifically, symbols arranged onthe peripheral surface of the second sub reel 27 are a “×1” symbol 230,“×2” symbol 231, “×10” symbol 232, and “×3” symbol 233. These four typesof symbols are arranged in the order shown in FIG. 40. The second subreel 27 is driven to rotate in such a manner that the symbol line movesin the arrow direction of FIG. 40.

FIG. 41 is a flowchart showing a subroutine of win determinationprocessing 5, which is called to execute in Step S16 of game executionprocessing shown in FIG. 8.

In win determination processing 5, the CPU 50 first determines whether abonus game has been triggered or not (Step S130). In the processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination for triggering a bonus game. In a case where the CPU50 determines that a bonus game has been triggered, the CPU 50 callsbonus game processing (see FIG. 11) (Step S131). Thereafter, the CPU 50terminates the present processing.

On the other hand, in a case where the CPU 50 determines that the bonusgame has not been triggered in Step S130, the CPU 50 determines whetheror not a player has won any award (Step S132). In this processing, theCPU 50 determines whether the rearranged symbol combination matches awinning combination. In a case where the rearranged symbol combinationmatches a winning combination, the CPU 50 calls payout processing (seeFIG. 12 or 17) (Step S133). Thereafter, the CPU 50 terminates thepresent processing.

On the other hand, in Step S132, in a case where the CPU 50 determinesthat the rearranged symbol combination does not match a winningcombination, the CPU 50 then determines whether the rearranged symbolcombination achieves “RANK UP” or not (Step S134). In a case where theCPU determines that a “RANK UP!” symbol is achieved, the CPU 50 performsthe first sub reel rotation processing (Step S135). Then, the CPU 50determines a supplemented combination (Step S136). Next, the CPU 50performs the second sub reel rotation processing (Step S137). Then, theCPU 50 performs processing for determining a payout rate to be used whena supplemented combination is achieved. Thereafter, the CPU 50terminates the present processing.

On the other hand, in Step S134, in a case where the CPU determines thata “RANK UP!” symbol has not been achieved, the CPU terminates thepresent processing.

FIG. 42 is an example of an image of the first and second sub reelseffect 1 displayed on the main display 4. The image of the first andsecond sub reels effect 1-1 indicates a rearrangement of symbols and theresulting combination “7, BAR, RANK UP!” displayed in the left displaywindow 23, the center display window 24, and the right display window25, respectively. An arrow 245 of the first sub reel 26 indicates thatthe first sub reel 26 is rotating as a result of an appearance of a“RANK UP!” symbol.

FIG. 43 is an example of an image of the first and second sub reelseffect 1 displayed on the main display 4 in a case where a game has beenexecuted and advanced from FIG. 42. The image of the first and secondsub reels effect 1-2 shown in FIG. 43 indicates the rotation of thefirst sub reel 26, a rearrangement of symbols, and the resultingappearance of a “7” symbol, a “7” symbol, and a “BAR” symbol. Then, aframe 246 on the first sub reel 26 and a message “RANK UP7!” 247indicate that a “7” symbol is selected. Consequently, a supplementedcombination is determined to be “7, 7, 7”.

FIG. 44 is an example of an image of the first and second sub reelseffect 1 displayed on the sub display 3 in a case where a game has beenexecuted and advanced from FIG. 43. The image of the first and secondsub reels effect 1-3 shown in FIG. 44 depicts an arrow 248 of the secondsub reel indicating that the second sub reel 27 is rotating.

FIG. 45 is an example of an image of the first and second sub reelseffect 1 displayed on the sub display 3 in a case where a game has beenexecuted and advanced from FIG. 44. The image of the first and secondsub reels effect 1-4 shown in FIG. 45 indicates a rearrangement of asymbol on the second sub reel 27 and the determination of the resultingsymbol “×2”. A message “×2 GET!” 249 indicates that a payout rate ofdouble is used when the supplemented combination “7, 7, 7” is achieved.

FIGS. 46A and 46B are an example of images of the first and second subreels effect 2 displayed on the main display 4 and the sub display 3.The image shown in FIG. 46B indicates that a “RANK UP!” symbol appearswhile performing the first and second sub reels effect 2. In order toexplain operations, a main display of FIG. 46B is described first.

FIG. 46B is an example of an image of the first and second sub reelseffect 2 displayed on the main display 4. The image shown in FIG. 48indicates a rearrangement of symbols and the resulting combination “7,BAR, RANKUP!” displayed in the left display window 23, the centerdisplay window 24, and right display window 25, respectively. FIG. 46Balso indicates that symbols are rearranged and a “BAR” symbol isachieved. Consequently, a message “RANK UP BAR!” indicates that asupplemented combination is determined to be “BAR, BAR, BAR”. After thesupplemented combination is determined on the first sub reel 26, thesecond sub reel 27 starts rotation.

FIG. 46A is an example of an image of the first and second sub reelseffect 2 displayed on the sub display 3. The image shown in FIG. 46Aindicates a rearrangement of a symbol on the second sub reel 27 and theresulting symbol “×10”. A message “×10 GET!” 251 indicates that when thesupplemented combination “BAR, BAR, BAR” is achieved, a player wins apayout rate of tenfold. Although the abovementioned first and second subreels 26 and 27 are described as mechanical reels, those mayalternatively be virtual reels displayed on the main display 4.

Third Embodiment

A video slot 1 according to a third embodiment is described withreference to FIGS. 47 to 51. Firstly, the different portions from thefirst embodiment are described based on FIGS. 47 and 48 regarding theoutline configuration of the video slot 1 according to the presentembodiment.

FIG. 47 is a perspective view of the video slot 1. The video slot 1 isdifferent from the slot machine 1 of the first embodiment in that thevideo slot 1 does not have display windows 23, 24, and 25 since thevideo slot 1 does not have reels 22L, 22C, and 22R. Symbols are arrangedin a symbol display frame provided on a display. In the case of thepresent embodiment, five symbol display frames 301, 302, 303, 304, and305 are provided on the display (see FIG. 49 described later).

FIG. 48 is a block diagram schematically showing a control system of thevideo slot 1. The video slot 1 does not include a reel, a steppingmotor, or a reel position detecting circuit, which is different from theslot machine 1 of the first embodiment.

FIGS. 49A and 49B are an example of images showing a free game effect 1displayed on the main display 4 and the sub display 3. Similar to thebonus game shown in the flowchart of FIG. 11, a free game is performedin such a manner that a predetermined number of free games areperformed, and when a winning combination with a symbol applicable topayout rate change is achieved, a payout is performed based on a payoutrate thus determined. These winning combination and payout rate aredetermined by lottery in the free game effect 1. Then, a free game isstarted and a payout is performed in a free game effect 2. The images ofthe free game effect 1 shown in FIGS. 49A and 49B indicate that thewinning combination with a symbol applicable to payout rate change is“7”, and the payout rate is “×2”. These results are determined through arearrangement of symbols, an appearance of “RANK UP!” symbol, and alottery performed as a result of the appearance of “RANK UP!” symbol,which is intended to determine a winning combination with a symbolapplicable to payout rate change and a predetermined payout rate.

FIG. 49A is an example of an image of the free game effect 1 displayedon the sub display 3. The image shown in FIG. 49A indicates that asymbol “7” 311 with the payout rate “×2” is selected among a symbol “7”311, a symbol “BAR” 312, and a symbol “BAR” 313. This selection isperformed through a rearrangement of symbols in a symbol display frame314 of the sub display 3 following an appearance of “RANK UP!” symbol onthe main display 4.

FIG. 49B is an example of an image of the free game effect 1 displayedon the main display 4. The image shown in FIG. 49B indicates arearrangement of symbols in the symbol display frames 301, 302, 303,304, and 305 and the resulting combination of symbols “7, BAR, BAR-BAR,7, RANK UP!” , each symbol displayed in each frame. The image also showsa message “7×2 GET!” 306 indicating that a player obtains the payoutrate of double for an amount of payout for a symbol combination “7, 7,7, 7, 7”.

FIG. 50 is an example of an image of a free game effect 2 displayed onthe main display 4. In the free game effect 2, symbols are rearranged,and when scatter symbols “S” appear in three windows, a free gamestarts. When a winning combination with a symbol applicable to payoutrate change is achieved, a payout is conducted based on a determinedpayout rate. The image of the free game effect 2-1 shown in FIG. 50Ashows an rearrangement of symbols and the resulting combination “S, 7,S, BAR, S” displayed in the symbol display windows 301, 302, 303, 304,and 305 respectively. The image also shows an appearance of scattersymbols “S” in the three windows and a message “10 FREE GAMES START” 321indicating that the number of free games determined is ten.

FIG. 51 is an example of an image of the free game effect 2 displayed onthe main display 4 in a case where a game was executed and progressedfrom FIG. 50. The image shows a rearrangement of symbols and theresulting combination “7, 7, 7, 7, 7” displayed in the symbol displaywindows 301, 302, 303, 304, and 305 respectively. The image also shows amessage “FREE GAME 3 GAMES TO GO” 322 indicating that the remainingnumber of free games is three. In addition, the image shows a message“WIN! 300×2 600 CREDITS!!” 323 indicating that 600 credits are paid out,which is double the payout of a “7, 7, 7, 7, 7” combination having apayout of 300 credits, based on the free game effect 1, which determinesa symbol “7” applicable to payout rate change and the payout rate “×2”.

Another Variation: Progressive Payout

FIG. 52 is a flowchart showing a subroutine of progressive payoutprocessing. FIG. 52 shows an example of payout processing which iscalled and executed in progressive payout processing.

In progressive payout processing, the CPU 50 first determines whether apayout is requested or not (Step S140). In a case where the CPU 50determines that a payout is not requested, the CPU 50 returns theprocessing to Step S140.

On the other hand, in Step S140, in a case where the CPU 50 determinesthat a payout is requested, the CPU 50 then determines whether or not anamount of progressive addition is equal to or greater than zero (StepS141).

In Step S141, in a case where the CPU 50 determines that the amount ofprogressive addition is equal to or greater than zero, the CPU 50performs a payout preferentially from the amount of progressive addition(Step S142). Thereafter, the CPU 50 terminates the present processing.

On the other hand, in Step S141, in a case where the CPU 50 determinesthat the amount of progressive addition is not equal to or greater thanzero, the CPU 50 performs a normal payout (Step S143). Thereafter, theCPU 50 terminates the present processing.

Another Variation: Trigger Rendered Effect 4

FIGS. 53A and 53B are an example of images showing the trigger renderedeffect 4 displayed on the main display 4 and the sub display 3. Theimages show an addition of points for a case where a combination fallsinto a predetermined lose symbol combination. Since points are addedeven if a combination falls into a predetermined lose symbolcombination, a situation in which a player loses interest in theamusement service is prevented. A predetermined lose symbol combinationmay be determined in advance or may alternatively be determined atpredetermined timing by lottery.

FIG. 53A is an example of an image of the trigger rendered effect 4displayed on the sub display 3. The image indicates that 1.5 times asthe amount of a normal payout is paid out for a symbol combination “7,7, 7”, and the obtained point is one.

FIG. 53B is an example of an image of the trigger effect 4 displayed onthe main display 4. The image shows a rearrangement of symbols and theresulting predetermined lose symbol combination “BAR BAR, BAR, 7”, whichdoes not fall into any predetermined winning combination, displayed onthe left display window 23, the center display window 24, and the rightdisplay window 25. FIG. 53B indicates that since the rearranged symbolcombination matches the predetermined lose symbol combination, a playeris allowed to earn points.

The present example does not explicitly describe the case in which pointvalue added by a “RANK UP!” symbol exceeds the threshold with the stateof “777 300 ×2” in the RANK UP effect 1. In this case, an amount ofpayout credits of BARBAR may be upgraded to “BARBAR BARBAR BARBAR - - -100”. Accordingly, since an amount of payout credits may possibly beupdated when a “RANK UP!” symbol is rearranged, a situation in which aplayer loses interest in the amusement service is prevented.

Although the embodiments are described above for the purpose ofexemplification, they are not intended to limit the present invention.For example, the present invention is not limited to a symbolcombination displayed on the reels 22L, 22C, and 22R of a slot machineand the like, and can be applied to a symbol combination of a table game(such as a card game and a mahjong game). Designs of various elementsthereof also can be modified appropriately. In addition, the advantages,which are shown in the embodiments, are simply listed as most preferableadvantages generated from the embodiments, and the advantages accordingto this invention are not limited to what have been described. Inaddition, a payout rate and other numerical values may be changedarbitrarily for the purpose of heightening and modifying the gamingnature of the slot machine 1 or video slot 1.

1. A gaming machine that pays an amount of game media for an occurrenceof a predetermined combination of symbols as a result of a game,comprising: a display device for performing a variable display and astatical display of a plurality of symbols; a memory; and a controllerconfigured with logic to: (a) determine a combination of symbols to bedisplayed on the display device as a result of a game by performing alottery in response to acceptance of manipulation to start the game by aplayer; (b) cause the display device to perform a variable display ofthe plurality of symbols; (c) cause the display device to perform astatical display of the plurality of symbols in accordance with a resultof the lottery; (d) when the statical display of the plurality ofsymbols matches a specific combination of symbols, control the memory tocumulatively store a predetermined number of points, wherein when asummation of the points stored in the memory has reached a threshold asa result of completion of a particular game, the controller allows theplayer to be continuously in an advantageous situation during gamessubsequent to the particular game until a predetermined condition issatisfied.
 2. A method for playing a game that pays an amount of gamemedia for an occurrence of a predetermined combination of symbols as aresult of the game, comprising: (a) accepting manipulation to start agame by a player; (b) starting the game in response to step (a); (c)determining a combination of symbols to be displayed on a display devicethat performs a variable display and a statical display of a pluralityof symbols as a result of a game by performing a lottery; (d) causingthe display device to perform a variable display of the plurality ofsymbols; (e) causing the display device to perform a statical display ofthe plurality of symbols in accordance with a result of the lottery; (f)when the statical display of the plurality of symbols matches a specificcombination of symbols, controlling a memory to cumulatively store apredetermined number of points; and (g) when a summation of the pointsstored in the memory has reached a threshold as a result of completionof a particular game, allowing the player to be continuously in anadvantageous situation during games subsequent to the particular gameuntil a predetermined condition is satisfied.